

Geometry and Texture loading (both done by the same thread) are scheduled on different cores outside the main rendering loop at the same time with the main rendering loop. When multiple threads are running at the same time, OS is scheduling them on different cores. The reason why threaded file ops were implemented was to serve as a basement for other threads ops. This offloads some processing from the main thread, however it adds some overhead at the same time. This will override auto detection (which use 3 for dualcore and 7 for quadcore).Īll file operations go through a dedicated thread. It might be also possible to set the affinity in the OS before you launch the process, that would work as well.Ĭhange to a number 0,1,3,5,7. The best way to simulate dual core on quad core is to use -cpuCount=2 when you run the game and then change the affinity to 2 cores to make sure additional cores can never be used when some over-scheduling happens. This will override auto detection (which equate to native cores). It slows down rendering but may resolve visual glitches.Ĭhange to a number less or equal than numbers of available cores. The value is ignored (under DX11) if engine properly detected VRAM size, minus 20% reserve with ceiling limit 300MB max. Minimum value is 128 MiB (anything lower falls back to 128).

In general, it makes sense not using this parameter at all and only resort to it in case you experience issues with memory.ĭefines Video Memory allocation limit to number (in megabytes). It says that the game will do everything in its power to not cross this limit. Note that setting maxMem to 2000 does not mean that the game will never allocate more then 2000 MiB. The file cache is always excluded from the virtual address limit, see our developers blog. Without the -maxMem parameter the engine attempts to set this parameter internaly to a reasonable value often defaulting to max values as described above.

#Arma 3 sync set arma 3exe windows#
#Arma 3 sync set arma 3exe full#
Displays Arma windowed instead of full screen.
